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Showing 1 to 15 of 48 results Save | Export
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Sonia Palha; Ljerka Jukic Matic – Technology, Pedagogy and Education, 2025
Digital game-based learning (DGBL) is a pedagogical approach employed in educational contexts, wherein digital games are utilised to effectively attain specific learning outcomes. For teacher professional programmes to develop appropriate curricula on DGBL pedagogy, it is important to understand how teachers currently use DGBL in their teaching…
Descriptors: Game Based Learning, Computer Games, Teacher Attitudes, Mathematics Instruction
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Zhong, Lin – Journal of Educational Computing Research, 2023
Engagement in educational games was conceptualized as four dimensions but few studies have examined the four dimensions together. Additionally, game features vary greatly in different game genres that demand different engagement dimensions. However, engaging game features were studied in general and did not inquire specific game genres in extant…
Descriptors: Learner Engagement, Educational Games, Computer Games, Cognitive Ability
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Isaac J. Pérez-López; Carmen Navarro-Mateos; Jose Mora-Gonzalez – Innovations in Education and Teaching International, 2025
The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students' emotional variables. A total of 62 students aged 22-23 years of age from a Master's degree participated. A digital serious game called 'The case of the stolen…
Descriptors: Computer Games, Educational Games, Psychological Patterns, Emotional Response
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Treice de Oliveira Moreira; Cláudio Azevedo Passos; Flávio Roberto Matias da Silva; Paulo Márcio Souza Freire; Isabel Fernandes de Souza; Cláudia Rödel Bosaipo Sales da Silva; Ronaldo Ribeiro Goldschmidt – Education and Information Technologies, 2024
The problem of propagating disinformation (a.k.a. "fake news") on social media has increased significantly in the last few years. There are several initiatives around the world to combat this serious problem. Maybe the most promising ones involve training people to identify "fake news." The use of digital educational games…
Descriptors: Deception, News Reporting, Misinformation, Portuguese
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Alperen Ceylan; Sumeyra Akkaya – International Technology and Education Journal, 2024
The aim of this study is to systematically examine graduate studies on digital game addiction in the field of education. Document analysis technique was used in the study. The 57 graduate studies included in the study were determined by criterion sampling. The data obtained was analyzed using content analysis. As a result of the study, it was seen…
Descriptors: Foreign Countries, Graduate Students, Computer Games, Addictive Behavior
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Melián Díaz, Dámari; Saorín, José Luis; Carbonell-Carrera, Carlos; de la Torre Cantero, Jorge – Technology, Pedagogy and Education, 2020
The relationship between two-dimensional elements and three-dimensional objects is an abstract process which generates difficulty for learning. This ability can be improved with exercises designed to improve spatial abilities. Many of those exercises aim at offering a single solution with the result that they are not the most suitable for…
Descriptors: Computer Games, Workshops, Creativity, Spatial Ability
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Tsiotras, Dimitrios; Xinogalos, Stelios – Informatics in Education, 2021
There has been an active movement towards fun learning, using games in education. This article introduces the text-based serious game "Rise of the Java Emperor" that aims to support students in learning basic object-oriented programming concepts using Java. Information concerning the analysis, the design and the pilot evaluation of the…
Descriptors: Programming Languages, Teaching Methods, Graduate Students, Undergraduate Students
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Klein, Michael G.; Jackson, Peter L.; Mazereeuw, Miho – Decision Sciences Journal of Innovative Education, 2022
Effective disaster response requires time-critical decisions to get personnel and supplies to the right places as quickly as possible. Such operations are complicated by the need for coordination among multiple stakeholders. In this teaching brief, we describe a serious online game for humanitarian logistics courses called the "Disaster…
Descriptors: Social Values, Natural Disasters, Emergency Programs, Decision Making
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Rumeser, David; Emsley, Margaret – Journal of Applied Research in Higher Education, 2022
Purpose: The purpose of this paper is to help project management (PM) game designers and educators in simulating complexity in PM games and in assessing the effect of simulated project complexity levels on students' learning experience. To achieve this aim, the authors attempt to design and evaluate two computer-based project crashing games (PCGs)…
Descriptors: Educational Games, Management Development, Learning Experience, Computer Games
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Cesar Ochoa-Cueva; Paola Cabrera-Solano; Luz Castillo-Cuesta – Language Teaching Research Quarterly, 2024
The purpose of this study was to implement the Content and Language Integrated Learning (CLIL) approach employing online games for English as a Foreign Language (EFL) teaching and learning. The participants were 53 EFL Ecuadorian university students, 17 males and 36 females, who were enrolled in an English Major and a TEFL Master program. Their…
Descriptors: Computer Games, Teaching Methods, English (Second Language), Second Language Learning
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Rivera-Ortega, Uriel – Physics Education, 2021
A Science, Technology, Engineering and Mathematics (STEM) tool is proposed in this manuscript; which consists of an interactive, simple and low-cost computer based simulation and game, with the aim of easing the teaching/learning process regarding the physics concept of projectile motion. The novelty of this proposal relies on the use of a…
Descriptors: Physics, Science Instruction, Computer Software, Graduate Students
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Liu, Yi Chun; Wang, Wei-Tsong; Lee, Tzu-Lien – Journal of Educational Computing Research, 2021
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that…
Descriptors: Computer Games, Educational Games, Game Based Learning, Feedback (Response)
Prodromou, Theodosia; Kynigos, Chronis – Mathematics Education Research Group of Australasia, 2022
This study focuses on pre-service teachers' experimentation with a game-modding process in a constructionist setting whilst they experimented with randomness embedded in wider socio-scientific issues that call for decision making under uncertainty. In this process, participants created 39 different game mods. Our observations of the participants…
Descriptors: Preservice Teachers, Mathematics Instruction, Decision Making, Constructivism (Learning)
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Altinpulluk, Hakan; Demirbag, Irem; Ertan, Sehla; Yildirim, Yusuf; Koçak, Ali; Yildiz, Turgay; Yildirim, Mustafa; Köse, Birsen Sezgi; Taylan, Gül Özer; Karagil, Selen Duygu; Aydin, Elif Helvaci; Güven, Kenan; Türktan, Onur; Tabak, Buse – Asian Journal of Distance Education, 2021
The aim of this study is to examine the open access theses in the Social Sciences group with virtual reality in the title of the review results made in the Council of Higher Education Thesis Center, through systematic review and content analysis method. It is thought that this study will narrow the wide scope of the notion of virtual reality and…
Descriptors: Graduate Students, Computer Simulation, Distance Education, Foreign Countries
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Campbell, Laurie O.; Gunter, Glenda A.; Kenny, Robert F. – International Journal of Game-Based Learning, 2019
The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Social Change
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